1,157 karma · joined April 17, 2022
I'm creating Metropolis 1998, a 2D city builder/simulation video game.
https://store.steampowered.com/app/2287430/Metropolis_1998/
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Im working on a game in the same vein: Metropolis 1998, a city builder with real time traffic and interior building views, which you can design yourself if you want. Aesthetically, it's a beautiful throwback to the games I grew up playing as a kid.
I'm currently making an isometric pixel art game using SFML [0]. Technically this is not possible since SFML does not use a depth buffer/z value, but I found a way around this.
I still feel limited in SFML in many ways, like being forced to use the color channels to pass custom codes to the GPU for shaders (while still needing to use color)
Is it possible to setup a custom vertex array in raylib? Beyond world pos, texture pos, and color, is it easy to pass additional information to the GPU for customizing assets in the shader?
Most (all?) of the examples I've see are 3D, but I imagine raylib would have no problem handling a 2D game? Or is specifically designed for 3D and 2D is an afterthought/non-existant?
[0] https://twitter.com/YesboxStudios/status/1676924625912045568
Hello!
I'm making a roller-coaster tycoon inspired game, in the form of a city builder. I ended up creating my own path finding algorithm that 10x's the performance of A*. I felt this would be useful since pathfinding is one of the major slowdowns of simulation games.
https://twitter.com/YesboxStudios/status/1647224184597102592
I created a small community where everyone knows everyone's face/name. I am really restrictive with the number of people in the server not because I want exclusivity per se, but rather that I dont want to lose the deeper connections you develop with people in a small community. There's about 10 of us total right now.
It also helps that everyone is on the same page (serious about releasing their game) so we have a common goal to work towards together (and separately). It's great, I've been running the server for almost a year now. Everyone has said it's been really motivating.
So please, email me if anyone here wants that. Otherwise, the other discord links posted here are probably a better fit for you!
Anyways, sorry you feel that I wronged you, it really was not my intention. I received over 30 responses last time and it's a lot of work to interview everyone, then video interview them. It looks like you are running a discord yourself and managed to build your own community, which is great. Maybe you have an idea how much work this is, and perhaps you are better at handling this type of work than I am :)
I didnt start receiving publishing offers until 13 months after I started development (and notably, when I started adding serious art to the game).
So expect cars and sidewalks. Pedestrian-only walk ways should be possible in the first release.
I've been developing a city builder myself over the last year (Metropolis 1998). I wanted to do a 3D version sometime in the future, but alas. Maybe people will be tired of purchasing $15 DLCs on top of a shallow base game (probably not).
Time to get to work
SimCity 2000 was the first simulation game I've ever played. I had a neighbor friend who had a copy and I watched him play a couple times before I was hooked.
The algorithm can handle 100,000+ units path finding to their own unique destinations at 60 FPS. [edit: on a single CPU core]. The graph is processed once, and stores all possible paths (using near minimum storage)
Additionally, I can have additional preference weights in the graph so units can use paths that match their preferences.
Note: The video[0] no longer represents the look of my game, as I've moved on to isometric[1].
I've been working on a city builder game over the last year and wanted to share my progress. I was a huge fan of Roller Coaster Tycoon and SimCity growing up as a kid (I still play RCT).
I left my job in November 2021 to start creating my own city builder game.
Major differences from the canon: - Player will see the inside of buildings - Developed a new path finding algorithm to path 100,000 vehicles at > 60FPS (see older youtube uploads) - Demand will be granular (e.g. player will see specific store/service the citizens want/need - You can design you own buildings (or use templates if you prefer!)
I hope to have a pre-alpha, but playable game available in the next three months. You can follow updates via www.old.reddit.com/r/Archapolis, or subscribe to my YouTube channel (fewer updates though).
Thanks! - Chase
You'll be able to see the interior of buildings and design the buildings as you please, save them as blueprints, and be able to plop down duplicates.
You can find progress updates on: https://www.reddit.com/r/Archapolis/
Or a few video logs at https://www.youtube.com/channel/UCUYLstskSLNcSkFg1giTBtQ
You'll be able to see the interior of buildings and design the buildings as you please, save them as blueprints, and be able to plop down duplicates.
You can find progress updates on: https://www.reddit.com/r/Archapolis/
Or a few video logs at https://www.youtube.com/channel/UCUYLstskSLNcSkFg1giTBtQ
My game is an "old fashioned" isometric game, meaning it is a 2D game through and through. All assets are square (for top down) or rectangle (for isometric) sprites. Of course, since it's pretending to be a 3D game, you have to draw/place the isometric tiles oddly so the inner rhombus (or hexagon, which is what an isometric cube is without shading) are drawn flush, since the graphics engine is working with rectangles. Thus the sprite's rectangles overlap like this: https://i.imgur.com/NTNHvbL.png
In order to simulate a camera looking into a 3D world, I need to draw everything from the top of the screen to the bottom, in that order, so assets with height are drawn over everything behind it (in world space)
For simulating world height (e.g. something flying one tile off the ground), you just need to move the sprite's screen.y position up the sprite's height (i.e. the height of the rectangle) per tile of height.
I have yet to implement terrain height into my game, but I think there are a couple ways to accomplish this.
1.) I can store the part of the asset touching the ground for all assets stacking upwards (like a multistory building). Thus I can keep the depth sorting algorithm I have.
2.) Or I can add the asset's world height multiplied by asset's (rectangle) height to the screen.y position (again, just for the depth sorting part)
For both cases, I may need to add micro adjustments if I need a specific order within the tile stack itself (seems unlikely). edit: this wont be needed unless I have overlap in the stacking, and I wanted to e.g. have something lower down on the stack be drawn over something above the stack, like an antenna or w/e.
Lastly, this only works if all assets are the same size (thus larger ones are a combination of smaller sprites).
Hope I explained this clearly.
I had to implement "snap to grid" calculations in the background for moving units inside buildings, meaning for the depth sorting algorithm, I pretend they are on a different tile (when needed). Unfortunately I dont have a video of this yet.
As for efficiency, I implemented static quads (for non moving items) and only draw items within the quads on screen. And for units/vehicles, I do a rectangle collision check (unit rectangle compare to screen space rectangle). It's very fast!
You can find progress updates on: https://www.reddit.com/r/Archapolis/
Or a few video logs at https://www.youtube.com/channel/UCUYLstskSLNcSkFg1giTBtQ
I have up to three options I am considering implementing.
e.g. The player could set a fixed percentage of units that teleport to their destination.
If people are still interested in playing city builder games, I am in the middle of developing one right now. I cleared the CPU hurdle of path finding via developing my own algorithm ( old demo here: https://www.youtube.com/watch?v=7q0l87hwmkI ). Here I am pathing around 300,000 units to their own unique destinations.
Unfortunately I dont have a video update yet, but my game's graphics are now isometric (like SimCity).
I also take a little inspiration from The Sims in that the player will see the interior of the buildings so they can watch their citizens live their lives.
Most frequent updates: https://www.reddit.com/r/Archapolis/